I have all the WipEout Pure Expansion Packs. I put them into the PSP/SAVEDATA folder and when i unplugged my psp and went into the save data utility the packs were in there but i could not start them. I tried going into the UMD but i cannot find any option to load the packs. Can anyone help me with this?
Developer(s) | SCE Studio Liverpool |
---|---|
Publisher(s) | Sony Computer Entertainment |
Series | Wipeout |
Platform(s) | PlayStation Portable |
Release |
|
Genre(s) | Racing |
Mode(s) | Single-player, multiplayer |
Wipeout Pure (stylised as wipE'out pṳrE) is a futuristic racingvideo game developed by SCE Studio Liverpool and published by Sony Computer Entertainment for the PlayStation Portable. It was first released on 24 March 2005 in North America, on 7 April 2005 in Japan and on 1 September 2005 in Europe. In North America and Europe, it was a launch title for the platform.
It is the sixth installment of the Wipeout series. The game takes place in the year 2197, exactly 100 years after Wipeout 2097, and revolves around players competing in the FX300 anti-gravity racing league. Developed by Liverpudlian SCE Studio Liverpool, production of Wipeout Pure started in August 2003 and lasted until early 2005. Throughout development, the team created entirely new user interfaces and other algorithms which sped up the development process in time for the PlayStation Portable's North American launch.
The game received positive reviews from critics upon release. Reviewers unanimously praised the graphics, track designs and general aesthetics; however, some noticed occasional frame rate fluctuations.
- 1Gameplay
- 2Development
- 4References
Gameplay[edit]
From left to right clockwise, the interface displays lap time, current weapon, speedometer, shield strength and number of laps.
Wipeout Pure is a racing game which is set in the year 2197, exactly 100 years after the events of Wipeout 2097, and revolves around players competing in the FX300 anti-gravity racing league. Players control anti-gravity ships which are owned by racing corporations (effectively referred to as 'teams' in-game).[1] There are a total of eight teams featured in the game, with one ship available for each.[2] Every ship has different characteristics, for example each ship has variations in handling, thrust, maximum speed and shield strength.[3] Each craft is equipped with an energy shield which absorbs damage sustained during a race; energy is lost whenever the player's ship collides or is hit by weapon fire. If the shield runs out, the player's ship will explode and is consequently eliminated from the race.[4][5] However, the player may replenish energy by absorbing weapon pick-ups.[5]
In addition to shielding, each ship has air brakes which can be utilised for navigating through difficult corners at high speed.[6] The game also features several weapons which can be used against opponents, although some weapons have defensive purposes. For example, an autopilot will give control of the player's ship over to the computer for a short period of time, and shields can be used to protect the player's ship from all damage, albeit temporarily. Offensive weapons include rockets, missiles, plasma bolts and mines.[7] Game modes include a single race, tournament, time trial and an exclusive 'Zone' mode, which revolves around survival as the player's ship increasingly accelerates to extreme speeds.[8] The game also features an online multiplayer mode in addition to downloadable content, which features new ships, tracks and music.[9]
Downloadable content[edit]
Wipeout Pure was the first PSP title to support downloadable content including extra vehicles, tracks, and artwork free of charge via the Internet. Packs of downloadable content were made available every month for six months. There are three main packs available, in one form or another, in all regions where DLC support was made available: Gamma, Delta, and Classic. In addition, there are also a number of region-exclusive packs that are only available for a specific version. DLC packs are not cross-compatible. They were released on the Wipeout Pure official site, which was eventually shut down, but have since been preserved through third-party websites.[10]
Region differences[edit]
To compensate for the delay of the launch in Europe, both for the PSP and its games, Studio Liverpool added a few new features to the European version. Wipeout Pure supports game sharing which allowed owners of the European version of Wipeout Pure the ability to send the demo version over Wi-Fi to other PSP owners who do not own Pure. This gives said players the ability to have up to 8-player games with only one copy of the game (but limited to the demo tracks). Another feature added was the playable demo for Fired Up and a MediEvil: Resurrection movie demo.[11] The Fired Up demo also supports game sharing for multiplayer with up to 7 friends who don't have Pure or Fired Up, but only on the 'Junkyard' and 'Arctic' levels. Finally, the European release contains four exclusive tracks available via download. These are named the Omega League. Aside from the American, European, and Japanese versions, there are two more versions: a Korean version with downloadable content support but no available downloads, and an Asian version which includes no download feature.
Development[edit]
Wipeout Pure was developed by Liverpudlian developer SCE Studio Liverpool. Pre-production of the game began in August 2003 and full production occurred in October of that year, with only two staff members working on the game at that time. The team received development kits for the PlayStation Portable in August 2004; by this time the development team had grown to twenty people.[12] Dave Burrows, one of the original two staff members who conceptualised the game, reflected in a retrospective 'post-mortem' that the studio had to learn from their previous mistakes with their predecessor, Wipeout Fusion. Burrows cited that one of the principal difficulties the development team faced was that the team's artists and designers were 'fighting almost all of the time'; designers would first design a track for the game, then pass it over to the artists whilst the former were still making adjustments to it. Burrows also recalled that the developer's editing kits required many hours worth of 'tweaking', which ultimately did not result in a smooth workflow.[12]
We needed the dynamics, user interface, A.I. and core elements first so we can get in and test. Not in a finished state, but in a state that is at least basically playable.
Dave Burrows explaining the studio's development process in a retrospective 'post-mortem'.[12]
During development, the team set out to make the game playable for testing as soon as possible. Burrows explained that Studio Liverpool were forced to create a user interface 'entirely from scratch', along with dynamics, artificial intelligence and core elements before testing could commence. Development of each of these aspects were split into six-week cycles; Burrows stated that instead of the team spending six weeks designing and perfecting all the weapons in-game, the team spent three days designing weapons individually rather than simultaneously.[12] Burrows recalled that whilst developing Wipeout Fusion, Studio Liverpool found that half of their time was being 'soaked up' by building a user interface for their editor. As the team knew that Wipeout Pure would have to be shipped out in time for the PlayStation Portable's release, the decision was made to create new plugins for their software, Autodesk Maya, in order to save time during development.[12]
After creating custom plugins for the 3D computer graphics software, Burrows claimed that the team could create and test entire race tracks within five minutes. The custom plugin used for creating tracks consisted of a 450 kilobyte file, which contained polygon subdividing and data on artificial intelligence, effectively cutting down the time to create tracks from six hours to five minutes.[12] In order to the play the game as soon as possible, the team developed the user interface in the XML markup language, which allowed revisions to be made for the content at any time. However, Burrows recalled that the only downside to converting everything to XML was that the game was always in danger of becoming too large for the PlayStation Portable's Universal Media Disc.[12] The game's cover art was designed by Popgun, who also designed the logos for games released by EA Sports.[13]
In order to showcase the PlayStation Portable's capabilities, the team had to develop a download system that could provide the game with future downloadable content, which included new tracks, music and ships. In addition, Burrows realised that new downloadable content had the potential to bring in more revenue for Studio Liverpool.[12] In order to achieve this, the team had to find a way to bypass the problems involved in getting the PlayStation Portable to recognise download files. The solution required the use of piggybacking game data to a valid format recognised by the PlayStation Portable; in which a dummy file would be used on a web-based Java application.[12]
Music[edit]
Track listing | |
---|---|
|
Additionally, an official soundtrack was released through Distinctive Records.It contained the aforementioned songs except for Goldrush, Black Jack 3, Kinection, The System and Curves.Instead it contained 3 previously unreleased tracks by Distinctive. These were:
- TLS: 'Saxtrax'
- Way Out West: 'Pulse Of Life (Edit)'
- Hybrid: 'Zulu (Original Score)'
Reception[edit]
Reception | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Wipeout Pure received positive reviews upon release. It holds an aggregate score of 88% from Metacritic based on 53 reviews.[14]
The graphics were the most praised aspect of the game. Ryan Davis of GameSpot said that the visuals were 'gorgeous' and breathtaking to look at, both in ship designs and details of the tracks. However, Davis noted that the game never remains at a 'solid' 60 frames per second, which can cause occasional fluctuation.[17] A reviewer of GamePro similarly praised the visuals as breathtaking, stating that the 'beautiful' panoramic scenery defied the notion of usual graphics displayed on a handheld console.[16] Ryan O'Donnell of IGN considered the graphics to be the strongest aspect of the game, saying that its courses, weapon detail and ship designs were 'beautiful'. However, O'Donnell found that occasional framerate issues kept it from 'perfection'.[4] Daniel Chang of GameSpy opinionated that the visuals were 'well-crafted as any video game or feature film'.[18] John Davison of 1UP stated that both the game's presentation and graphics were stunning and 'absolutely beautiful'.[13] A reviewer from Edge similarly praised the aesthetics as 'beautiful' and dynamic.[15] Andy Kelly of GamesRadar stated that the visuals were well-designed, although he noticed some frame rate drops.[19]
Critics also viewed various aspects of the gameplay favourably. Davis stated that the high-speed gameplay was 'incredibly engaging' and artistic on both a visual and technical level.[17] A reviewer of GamePro enjoyed the idea of using different ships in races and also praised the game's online multiplayer, stating that it 'adds a whole new dynamic to the game'.[16] O'Donnell cited the developer's intention of blending ulta-fast gameplay as 'clever'. In addition, O'Donnell acknowledged that Sony Studio Liverpool 'learned from their mistakes' from the poor gameplay of its predecessor, Wipeout Fusion, and created what O'Donnell considered as 'the most polished futuristic racer to ever hit the market'.[4] Chang similarly opinionated that the previous instalment was 'obtuse' and did not present a positive experience to the Wipeout franchise, however he agreed that Wipeout Pure resulted in becoming an 'extremely polished' and playable futuristic racing game, further adding that the developers trimmed off elements that were considered ineffective in previous games.[18] A reviewer of Edge praised the game's different modes as dynamic and vicious, stating that the game delivers an 'absolute' sense of control.[15] Kelly considered the online multiplayer 'superbly executed' and the large amount of weapons in the game well-designed.[19]
References[edit]
Citations[edit]
- ^Sony Studio Liverpool 2005, p. 3.
- ^Sony Studio Liverpool 2005, p. 11.
- ^Sony Studio Liverpool 2005, p. 8.
- ^ abcdO'Donnell, Ryan (18 March 2005). 'Wipeout Pure review'. IGN. Ziff Davis. pp. 1–3. Archived from the original on 13 May 2016. Retrieved 17 April 2016.
- ^ abSony Studio Liverpool 2005, p. 9.
- ^Sony Studio Liverpool 2005, p. 10.
- ^Sony Studio Liverpool 2005, p. 19.
- ^Sony Studio Liverpool 2005, p. 12.
- ^Sony Studio Liverpool 2005, p. 14.
- ^http://www.wipeoutzone.com/forum/showthread.php?7242-Pure-Track-Packs
- ^'WipEout™Pure'.
- ^ abcdefghiIain Simons (7 September 2005). 'Postcard from GDC Europe 2005: Postmortem: SCEE's WipEout Pure'. Gamasutra. UBM. Retrieved 16 April 2016.
- ^ abcDavison, John (21 March 2005). 'Wipeout Pure review (2005)'. 1UP. Ziff Davis. Archived from the original on 25 April 2016. Retrieved 17 April 2016.
- ^ ab'Wipeout Pure for PSP reviews'. Metacritic. Retrieved 17 April 2016.
- ^ abc'Wipeout Pure review'. Edge Online. Future plc. 14 April 2005. Archived from the original on 3 April 2013. Retrieved 17 April 2016.
- ^ abc'Wipeout Pure review'. GamePro. 9 March 2005. Archived from the original on 13 March 2005. Retrieved 17 April 2016.
- ^ abcDavis, Ryan (18 March 2005). 'Wipeout Pure for PSP review'. GameSpot. Archived from the original on 13 January 2007. Retrieved 17 April 2016.
- ^ abcChang, Daniel (23 March 2005). 'WipEout Pure review'. GameSpy. Retrieved 17 April 2016.
- ^ abcKelly, Andy (23 March 2007). 'Wipeout Pure review'. GamesRadar. Future plc. Archived from the original on 13 October 2014. Retrieved 17 April 2016.
Bibliography[edit]
- Sony Studio Liverpool (2005). WipEout Pure instruction manual. Sony Computer Entertainment. pp. 2–24.
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Wipeout_Pure&oldid=932192658'
Wipeout Pulse | |
---|---|
Developer(s) | SCE Studio Liverpool Spiral House (PS2) |
Publisher(s) | Sony Computer Entertainment |
Designer(s) | SCE Studio Liverpool |
Series | Wipeout |
Platform(s) | PlayStation Portable, PlayStation 2 |
Release | PlayStation Portable
|
Genre(s) | Racing |
Mode(s) | Single-player, multiplayer |
Wipeout Pulse (stylised as wipEout pulse) is a futuristic racing video game developed by SCE Studio Liverpool and published by Sony Computer Entertainment for the PlayStation Portable. It was released in December 2007 in Australia and Europe, and in February 2008 in North America. A PlayStation 2 port was released in Europe in June 2009. The game is the seventh instalment of the Wipeout series and serves as a sequel to Wipeout Pure. It takes place in 2207 and revolves around players competing in the FX400 anti-gravity racing league.
The game was developed by Sony Studio Liverpool. Production was centred around focusing on the feedback left by fans regarding Wipeout Pure, and improving on aspects where the development team thought they had failed in with the predecessor. The game features sixteen licensed music tracks from techno artists, including Kraftwerk. Wipeout Pulse received positive reviews upon release. Critics praised the graphics and presentation, although some criticised the repetitiveness and high difficulty.
Gameplay[edit]
From left to right clockwise, the interface displays the number of laps, the teams of competing players, speedometer, shield strength, current playing song, and lap time.
Wipeout Pulse is a racing game set in 2207, ten years after the events of Wipeout Pure. As with its predecessor, the game revolves around players competing in the FX400 anti-gravity racing league. Players pilot anti-gravity ships owned by racing corporations (collectively referred to as 'teams' in-game). There are eight teams in Wipeout Pulse, with one ship available for each – although the player eventually gains the ability to change the appearance of their ships.[1] Each ship has different characteristics; depending on the team chosen, its ship will vary in terms of handling, speed, acceleration and shield strength.[2]
Every ship is equipped with an energy shield which will protect the player from damage sustained from weapon fire or colliding with walls, although energy is taken away if this happens. If the shield completely runs out, the ship will explode and the player will be eliminated from the race.[3] In addition, the player's ship is equipped with air brakes which can be used for manoeuvring through difficult corners at high speed.[4][5] The game features a number of weapons which can be utilised to destroy other opponents or for self-defence. Defensive weapons range from shields—which make the player's ship invulnerable to damage for a short period—to land mines and stationary bombs.[6] Offensive weaponry vary from machine guns, missiles, plasma bolts, and a 'quake' – which comes in the form of a devastating earthquake that will damage all opponents.[7][5]
The campaign mode features sixteen grids divided into cells, each containing a separate event which varies from ordinary races to tournaments. Once the player finishes the event in a single cell, they will earn 'completion points' needed to progress to the next grid. Clearing a cell will unlock additional cells adjoining it.[8][5] Returning game modes from Wipeout Pure include single races, tournaments, time trials, and the 'Zone' mode, which involves the player's ship automatically accelerating to extreme speeds.[9][5][10] A returning game mode from Wipeout 3 is 'Eliminator', which revolves around a group of competitors attempting to destroy each other the quickest in a set amount of time.[5]
While the game only ships with twelve tracks, these can be driven both forward and backwards; the race's direction is marked by the suffix 'White' or 'Black' on the race's title (i.e. 'Talon's Junction White') and may show subtle variations depending on which way they are driven.
The game features a number of extras. Players can take screenshots of in-progress races at any time from the Pause menu in the PSP version. Players are rewarded for using the same team's ship over and over via a 'Loyalty' system which unlocks new ship skins. Players were able to create custom skins for any ships at the game's central website using an Adobe Shockwave-based client, which could be downloaded to the PSP by the creator and/or the public at large. Lap times and other records could also be uploaded to the game's website which features a global ranking leaderboard. Both features are no longer available as the site and the game servers were shut down.
Expansion packs[edit]
Wipeout Pulse, like its predecessor Wipeout Pure, also has downloadable content packs that include new ships and tracks as well as new campaign grids. A total of four packs were released, each including a new ship, two track variants (i.e. a 'White' variant for a track and a 'Black' variant for another track, and in order to get all variants one has to obtain all four packs) and a new campaign grid named after the downloaded pack. These packs are available to download for the PlayStation Portable version for a price from the PlayStation Store in the European region only. All downloadable packs are already included with the PS2 port.
Development[edit]
Wipeout Pulse was developed by SCE Studio Liverpool. Colin Berry, the lead designer of the game, stated in an interview that the team had received a lot of positive feedback from Wipeout Pure, and was willing to use parts of the feedback to 'help shape some elements of Pulse'.[11] According to Berry, some people had felt that the previous game was too difficult; the ships were considered too fast and the artificial intelligence (AI) too advanced, whereas others thought that the game was too easy and they wanted 'something more challenging to keep them coming back'. The development team also took steps to decrease the feeling of repetition, which was often cited as one of the main complaints of Wipeout Pure. In addition, the team altered the game's difficulty settings so that players were given the choice to change the speed of the game at any time, in the event that they 'got stuck'. Reflecting on this, Berry said: 'We want the people who buy it, to see all the game, we do not want to lock them out'.[11]
During development, the team decided early on to focus on creating new content rather than bringing back old race tracks which were featured in previous Wipeout games. Berry, however, acknowledged that classic tracks 'went down well' and sought out the possibility of introducing them through future downloadable content (DLC).[11] Berry stated that by the end of Wipeout Pure, Sony Studio Liverpool had designed almost 100 tracks as potentials to include in subsequent games, although the team were only satisfied with 32 of them. The remainder of the tracks were either disregarded or amalgamated into other games.[11] Berry reflected that the tracks using the same 3D computer graphics software as its predecessor meant that certain repetition appeared and caused the team to 'dry up on ideas'. The developers recognised that track design was an important aspect to the game, and also accepted the difficulty in designing a track that is both memorable and enjoyable. Berry felt concerned that the team were starting to repeat design features, and thus decided to create new variables to the track design: as a result of this, the team conceptualised the 'mag strip' – a section of a track which would feature artificial gravity so that a player could safely circumnavigate loops, steep slopes, and upside down sections.[11]
After the release of Wipeout Pure on the PlayStation Portable, rumours circulated that a port was in development for the PlayStation 2.[12] In January 2009, Sony issued a statement saying: 'There are over 9.5 million PS2s in the UK and we will continue to support this large userbase with software on an ongoing basis'.[13] The PlayStation 2 version was released exclusively in Europe in June 2009, featuring enhanced graphics, two-player splitscreen mode and all of the DLC.[14]
The game also features sixteen licensed music tracks in addition to customisable soundtracks from techno artists, including Aphex Twin, Kraftwerk, DJ Fresh, and Skream.[15]
Reception[edit]
Reception | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
The game received positive reviews upon release. It holds an average score of 82 per cent at Metacritic, based on an aggregate of 40 reviews.[16]
Critics unanimously praised the game's visuals and presentation. Jeff Haynes of IGN stated that the game was 'Wipeout at its purest', praising the visual presentation of the courses, cities, and other environments.[5] Gabe Graziani of GameSpy thought the graphics were beautiful and also commended the design of the tracks.[17] Eduardo Zacarias of GameZone stated that Wipeout Pulse was a 'very visually pleasing game with some solid visual effects', and also praised the detailed tracks and ships.[18] A reviewer from Game Revolution considered the game's level of detail to the tracks and smooth frame rate to be 'staggering' on a handheld. The reviewer also praised the 'meticulously constructed' backdrops and 'incredibly styled' presentation.[19] Guy Cocker of GameSpot said that the visuals were 'superb', though he thought that many aspects were similar to its predecessor, Wipeout Pure.[10] A reviewer from Edge described the visuals as 'even smoother, brighter, and sharper than Pure's'.[21]
The various aspects of gameplay were mostly praised, although some reviewers criticised the game's repetitiveness and difficulty. Tom Bradwell from Eurogamer praised the new 'Elimination' mode, stating that it was initially 'alarming' and frustrating, but admitted that it 'grows to be rather good'.[20] Cocker enjoyed the new tracks, the difficulty levels, and the promise of downloadable content, although he noted that it had not been made available in the United States at the time of his review.[10] Game Revolution's reviewer surmised that Wipeout Pulse was a more refined version of Wipeout Pure, stating that despite all of the solid and reliable gameplay, the game did not revolutionise the series.[19] Regarding general gameplay, Zacarias opined that Wipeout Pulse 'doesn't deliver' despite the variety in the game modes and 'racetrack front'.[18] Haynes similarly gave a negative opinion on the gameplay, stating that the repetition of tracks and balance of weapons for the AI was disappointing.[5] Graziani criticised the game's difficulty, saying that it was 'extremely challenging to the point of being impenetrable for the uninitiated'.[17]Edge's reviewer described the game as simply another instalment of Wipeout.[21]
References[edit]
Citations
- ^Sony Studio Liverpool 2007, pp. 4–6.
- ^Sony Studio Liverpool 2007, p. 9.
- ^Sony Studio Liverpool 2007, pp. 10–11.
- ^Sony Studio Liverpool 2007, p. 11.
- ^ abcdefghHaynes, Jeff (12 February 2008). 'WipEout Pulse review'. IGN. Ziff Davis. Retrieved 2 December 2016.
- ^Sony Studio Liverpool 2007, p. 13.
- ^Sony Studio Liverpool 2007, p. 12.
- ^Sony Studio Liverpool 2007, pp. 6–7.
- ^Sony Studio Liverpool 2007, p. 14.
- ^ abcdCocker, Guy (1 March 2009). 'Wipeout Pulse for PSP review'. GameSpot. CBS Interactive. Archived from the original on 1 March 2009. Retrieved 5 December 2016.
- ^ abcdeShea, Cam (14 June 2007). 'Wipeout Pulse AU Interview'. IGN. Ziff Davis. Retrieved 12 December 2016.
- ^de Matos, Xav (27 January 2009). 'Rumorang: WipEout Pulse for PS2 still in development'. Engadget. AOL. Retrieved 13 December 2016.
- ^Bramwell, Tom (27 January 2009). 'WipEout Pulse may be heading to PS2'. Eurogamer. Future plc. Retrieved 13 December 2016.
- ^Goyon, Frederic (19 June 2009). 'Test Wipeout Pulse sur PS2'. Jeuxvideo.com. Webedia. Retrieved 13 December 2016.
- ^Yoon, Andrew (20 June 2007). 'Complete Wipeout Pulse soundtrack listing'. Engadget. AOL. Retrieved 5 February 2017.
- ^ ab'Wipeout Pulse for PSP'. Metacritic. CBS Interactive. Retrieved 2 December 2016.
- ^ abcGraziani, Gabe (11 February 2008). 'GameSpy: WipEout Pulse review'. GameSpy. IGN. Retrieved 5 December 2016.
- ^ abcZacarias, Eduardo (17 April 2009). 'WipEout Pulse review – PSP'. GameZone. Archived from the original on 17 April 2009. Retrieved 5 December 2016.
- ^ abc'Wipeout Pulse Review'. Game Revolution. Crave Online. 2 December 2008. Retrieved 5 December 2016.
- ^ abBramwell, Tom (21 November 2007). 'Wipeout Pulse review'. Eurogamer. Future plc. Retrieved 5 December 2016.
- ^ abc'Wipeout Pulse'. Review. Edge. No. 182. Bath: Future plc. December 2007. p. 90. ISSN1350-1593.
Bibliography
- Sony Studio Liverpool (2007). Wipeout Pulse instruction manual. Sony Computer Entertainment. pp. 2–22.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Wipeout_Pulse&oldid=932192731'